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CK3 Dev Diary #37 - Making Mods

Hello everyone and welcome to the 37th CK3 Dev Diary!

I’m Matthew, one of the Programmers on the CK3 team, and today I am going to talk to you about the modding in Crusader Kings III!

Mods are something very important to the team and something especially close to my heart. I got started at Paradox as a Content Designer due to my modding work on Crusader Kings II, so being able to make sure the sequel has lots of modding opportunities and trying to give back to the community that aided me in getting into this industry is something I am very passionate about, and I know others on the team had similar starts in modding as well.

We’ve aimed to make the game a lot more open in terms of what can be achieved in modding: we’ve got over 80 database object folders (some even with sub-folders), a very versatile event system structure, a GUI system that can be fully changed, history files, localization, sound, music, and more! So huge parts of the game can be changed to suit your needs!

common_folder.png

[screenshot of common database folders]

In the rest of this diary I’ll talk less about what you can do overall and more spotlight some things I think modders of CK2 will be excited about, as otherwise this diary would be huge and I need to get back to coding at some point.

At its core our scripting language in Imperator and Crusader Kings III is based on an in-house grand strategy library called Jomini, which acts as a more GSG focused layer used on top of our Clausewitz engine.

When Imperator released I posted a lot of information about the things that come directly from Jomini and which are shared between both games, so I would recommend checking out my Grand Jomini Modding Information Manuscript thread if you are an interested modder.

If you’d like to know more about event scripting then Dev Diary 30 had a very good coverage of that which you should check out!

Feel free to ask questions about both the linked threads in this one as well!

Character Interactions
To focus more on game level things, one of the biggest things changed from CK2 is the character interactions.

For a brief history lesson in CK2 modding, most of these core interactions were hardcoded, things like arranging marriages, declaring war, alliances etc. It was only after quite a few patches that the ability to add custom “targeted decisions” was introduced, and it’s worth noting that it was only the ability to add or modify those targeted decisions - the older hardcoded core interactions were still not particularly moddable.

For CK3 we wanted to open all of that up to go through one unified character interaction system, so every action goes through our script system now. This gives many benefits: with script being able to change it we can now change weights for the AI’s use of these actions with just a few text file changes instead of needing code time, we can change who can do them, and what people are considered good matches etc. And of course that opens it all up for modders as well.

The AI can also be scripted to use all of these custom interactions, tell them who’s a good target, as well as how often they should evaluate it (which is important for performance).

There are still some hard coded links with the interactions, specifically when it’s an interaction that’s needed to be used by the AI in a non-trivial manner. These interactions are all marked clearly, though, and if you attempt to remove them then the game will give you a warning when loading that it really needs this interaction so put it back please. This behaviour in fact applies to almost all hard coded database objects, not just those which are interactions.

For reference here is a full list of all the options interactions can use that impact how they are taken, received, responded to, shown graphically and used by the AI:
my_interaction = {
interface_priority = number # Used by interaction menu
common_interaction = yes/no # Used by interaction menu
category = interaction_category_hostile # Used by interaction menu
is_highlighted = trigger # Should the interaction be highlighted in the menu
highlighted_reason = loc_key # Tooltip if highlighted in menu
on_decline_summary = dynamic description # Flavor text that is shown under acceptance widget. Use it when you need to draw more attention to the on decline effect
special_interaction = type # This interaction uses specialized GUI
special_ai_interaction = type # This interaction runs specialized code that identifies the interaction by this
interface = call_ally/marriage/grant_titles/etc. # What interface does the interaction use?
scheme = elope/murder/etc. # The type of scheme the interaction starts
popup_on_receive = yes # Have the interaction pop-up for the recipient when received
force_notification = yes/no # Force diplomatic item if interaction is auto-accept
pause_on_receive = yes/no # Pause the game on receive. It usually makes sense to combine it with popup_on_receive
ai_accept_negotiation = yes/no # If the interaction is declined negotiations will start. We don't show "won't accept", etc. because there is still a possibility that the interaction will be accepted via negotiation event chain
hidden = yes # Is the interaction hidden?
use_diplomatic_range = yes/no/trigger # Does this interaction check diplomatic range? Yes by default
can_send_despite_rejection = yes # Interaction can be sent and the ai might reject
ignores_pending_interaction_block = yes # If the actor is a player and the recipient already has received an interaction from them pending a response, can this interaction be sent anyway. Defaults to no
send_name = loc_key # The name of the interaction in context of it being seen once sent. Defaults to database object key
needs_recipient_to_open = yes # Does the interaction need a recipient set to be able to be allowed to open and be shown. Defaults to no
show_answer_notification = no # Does this show a response info pop up when an interaction is answered if the actor is a player. Defaults to yes
show_effects_in_notification = no # Should the effects of the interaction be shown in the notification window when an interaction is sent. Defaults to yes

icon = texture_path # Icon used in various places. Default is gfx/interface/icons/character_interactions/my_interaction.dds
alert_icon = texture_path # Default is gfx/interface/icons/character_interactions/my_interaction_alert.dds
icon_small = texture_path # Default is gfx/interface/icons/character_interactions/my_interaction_small.dds
should_use_extra_icon = { always = yes } # When to show an extra icon. Tooltip key is <key>_extra_icon
extra_icon = "gfx/<...>/hook_icon.dds" # Icon to show when should_use_extra_icon is true

target_type = type # Possible types: title, none (default)
target_filter = type # See FAQ for possible types

ai_maybe = yes # The ai can reply maybe
ai_min_reply_days = 4 # Minimum days before ai replies
ai_max_reply_days = 9 # Maximum days before ai replies

desc = loc_key # Short description of the interaction
greeting = negative/positive # Sets tone in request text
notification_text = loc_key # Request text
prompt = loc_key # What text should be shown under the portrait? (For example: "Pick a Guardian")

show_effects_in_notification = yes/no # Should the effects be shown in the notification?

cooldown = { years = x } # How long until the decision can be taken again?
cooldown_against_recipient = { years = x } # How long until the decision can be taken against recipient again?

is_shown = trigger # Is the interaction available and visible between scope:actor and scope:recipient
is_valid_showing_failures_only = trigger # Is the interaction valid to be selected in it's current setup, trigger only displays failures
is_valid = trigger # Is the interaction valid to be selected in it's current setup
has_valid_target_showing_failures_only = trigger # TODO
has_valid_target = trigger # TODO
can_be_picked = trigger # TODO
can_be_picked_title = trigger # TODO
auto_accept = yes/no/trigger # Is the interaction automatically accepted, or can recipient decide
can_send = trigger # Can the interaction be sent
can_be_blocked = trigger # Can the interaction be blocked by the recipient (i.e. by a hook on the actor)
is_highlighted = trigger # Should the interaction be highlighted in the menu
can_send = trigger # Can the interaction be sent?

redirect = {} # This changes the redirection of characters using the scopes actor, recipient, secondary_actor and secondary_recipient
populate_actor_list = {} # Everyone sorted into the list 'characters' has the potential of being shown to be selected. Uses the scopes actor, recipient, secondary_actor and secondary_recipient.
populate_recipient_list = {}

localization_values = = {} # To be able to use values in loc (for example: RANSOM_COST = scope:secondary_recipient.ransom_cost_value lets you use $RANSOM_COST|0$ in loc)

options_heading = loc_key # Text shown above options block - describes all options in general
send_option = { # Adds an option
is_shown = trigger # Is option shown
is_valid = trigger # Is option selectable
current_description = desc # Tooltip
flag = flag_name # If selected then scope:flag_name will be set to yes
localization = loc_key # Loc_key for option label
starts_enabled = trigger # Trigger for whether this should be on when the window opens. If not defined, defaults to off
can_be_changed = trigger # Trigger for whether this option can be changed from its default
can_invalidate_interaction = bool # If yes then when the AI picks an interaction it will do the full can send this entire interaction check instead of the more performance saving checking of recipient refusal and ai will do, use with care and profile it
}
# Options should avoid preventing an interaction from sending (except by the recipient refusing), as we assume that to be the case in the AI for performance reasons, use can_invalidate_interaction if you need it to be re-checked
send_options_exclusive = yes/no # Are the options exclusive?

on_send = effect # Executes directly the interaction is sent
on_accept = effect # Executes when accepted by recipient
on_decline = effect # Executes when declined by recipient
on_blocked_effect = effect # Executes when blocked by recipient
pre_auto_accept = effect # Only executes if the interaction was auto accepted. Done before any other side effect (E.G., hard coded ones like marriage)
on_auto_accept = effect # Only executes if the interaction was auto accepted

reply_item_key = loc_key # The key to the loc to show in the interaction item tooltip. Receives the name of the interaction in $INTERACTION$. Default value "INTERACTION_REPLY_ITEM"

# These loc keys are shown to the player when sending the interaction. The meaning is what is going to be the answer from the target.
pre_answer_yes_key = loc_key # The key to the loc when the interaction is going to be accepted. Default value "ANSWER_YES"
pre_answer_no_key = loc_key # The key to the loc when the interaction is NOT going to be accepted. Default value "ANSWER_NO"
pre_answer_maybe_key = loc_key # The key to the loc when the interaction maybe is accepted. Receives the acceptance value in $VALUE$. Default value "ANSWER_MAYBE"
pre_answer_maybe_breakdown_key = loc_key # The key used to localize the chance of acceptance of an interaction with provided chance value. Defaults to ANSWER_SUM_MAYBE

# These loc keys are shown to the player when answering an interaction.
answer_block_key = loc_key # The key to the loc to block the interaction. Default value "ANSWER_BLOCK"
answer_accept_key = loc_key # The key to the loc to accept the interaction. Default value "ANSWER_YES"
answer_reject_key = loc_key # The key to the loc to reject the interaction. Default value "ANSWER_NO"
answer_acknowledge_key = loc_key # The key to the loc to reject the interaction. Default value "ANSWER_ACKNOWLEDGE"

cost = { # Scripted cost for the interaction. The interaction will be disabled if the actor can't pay up, and the cost will be subtracted from the actor when the interaction is sent. Renown can only be spent by the dynast.
piety = {}
prestige = {}
gold = {}
renown = {}
}

ai_set_target = {} # Set scope:target to make the AI target something specific. Title targeting interactions don't need this
ai_targets = {
ai_recipients = type # Which characters does the ai consider as recipient for the interaction, can be scripted multiple times to combine lists
# Available lists are in the "ai_targets" section of this file (trying to add an invalid list will trigger an error message with all available )
chance = 0-1 # A low chance, such as 0.25, randomly excludes that number of characters from being checked - this is useful for saving performance
}
ai_target_quick_trigger = { # Quick triggers for the ai_targets
adult = yes # The target needs to be adult
attracted_to_owner = yes # The target needs to be attracted to owner
owner_attracted = yes # Owner needs to be attracted to the target
prison = yes # Target must be in prison
}

ai_frequency = months # How often should the ai consider doing this interaction
ai_potential = trigger # Will the ai consider trying this interaction
ai_accept = mtth # Will the ai accept a request for this interaction
ai_will_do = mtth # How interested is the ai in sending this interaction (tested after selecting targets) 0-100 percent chance, will be clamped.
# Note that for title interactions, each individual target title will get evaluated, and the one giving the highest ai_will_do will get used. If the interaction has options, the combination of options that gives the highest ai_will_do will be used.
}

Combining Mods
Combining multiple mods together has always been a bit tricky but I wanted to try and make some gains with compatibility so that it doesn’t require as many manual patches.

To aid in this a bit I’ve made it so database entries can be overridden by key even if that new entry is in a different file. This means if you want to override what the lunatic trait does then instead of needing to copy the entire traits file just to change one entry you can just make your own file just containing your new definition of what the lunatic trait does, such as giving it a boost in learning, prowess, and attraction opinion like I have done below!

lunatic_override.png

[screenshot of a file overriding the lunatic trait]

lunatic_override_in_game.png

[screenshot of the new lunatic trait]

This also applies to files from other mods, as long as yours is loaded first, so you can overwrite traits and other database elements from other mods

Currently we do not support appending to a definition instead of fully overwriting, as we’d need to rework a good chunk of things and test it extensively though it is something I am keeping in mind for the future.

Alerts, Issues and Notifications
As I mentioned in Dev Diary 16, all of the new interface utilities we have for explaining the game are moddable. Which means you can add, remove, and modify any of these things through script instead of them being hard coded like in CK2.

I’ll start with the notifications and toasts as they are the simplest. You simply make a database entry in the common folder for your notification and then wherever you want to run it from you use the send_interface_message or send_interface_toast effect.

Those effects take the type of message as well as optional overrides for the title and text instead of using what was scripted in the database. They can also take any number of effects to run which will then be included as text when displayed, though it is often recommended to use a custom tooltip instead of bloating the message with a lot of mechanical text.

For alerts, advice and current issues they all go through the same “important actions” system, the core difference between them is which type they are specified to use which controls their visual appearance and location.

These important actions have a check_create_action and effect block, both run interface effects (specially marked effects that do not modify the game state across MP but just local UI things) to see if they can be created and what to do when clicked.

The main interface effect to run in check_create_action will be the try_create_important_action which attempts to create a UI element for this action type and this will usually be behind an if check.

In the effect block for when the UI element is clicked there are a couple of things which are a good idea to run, if its a piece of reactive advice then using the start_tutorial_lesson is a great idea, and for alerts or issues then the open_view_data effect is the way to go to open the window that can help address whatever is causing the alert or issue!

custom_alert.png

[a custom alert]

Note: Whilst making this dev diary I actually found out that in 1.0 adding a custom icon like you see via a mod is actually not functional, it's already been fixed for 1.1 but I thought I should note that here quickly for people coming back to this dev diary to tell me off when it doesn’t work right away.

The suggestions are similar to the important actions, but also have fields for the weight which checks how important the suggestion is to the player and a score which checks which potential target of a suggestion is best.

For example, in the fabricate claim suggestion the weight is based on if there is anything nearby you could fabricate on, how many claims you already have, and if you are already fabricating a claim. The score for which title to suggest you fabricate is based on a much larger list of values such as the development level of the county, how easy it’ll probably be to conquer, if you share a faith or culture, etc.

Scripted GUIs
Like with Imperator the interface is incredibly moddable, the GUI scripting language whilst different from the normal database and event script is still very versatile and lets you change both the appearance and positioning and full functionality of almost all the GUI elements in the game. We also have a GUI debug mode in game which allows viewing through the hierarchy and opening to the file and line of where elements are defined which makes working with the interface a lot easier.

Currently we do not support creating your own new windows GUIs (though it is on my never ending to do list), but the easy work around there is just to make them as children of the main HUD window, which is always shown, and then you can have anything.

As is listed briefly in the Jomini Modding info I linked it is possible to make scripted GUIs, which allow a link to exist between the GUI system to the normal script system so you can test for if different triggers evaluate true or false and to run effects in the game state safely across multiplayer.

I am very excited to see what people end up doing with this especially, there should hopefully be a massive reduction in the number of hacks needed to display information now that real interfaces can be made for mods to show things about their unique mechanics.

Here is a very small example of a custom interface I put together to give you a little button you can press for “fun” aka for murder against another adult character of a different faith.

murder_button.PNG

murder_confirmation.PNG

[screenshot of a custom interface button and its confirmation pop up]

murder_script.PNG

murder_gui.PNG

[screenshot of the script and gui entry for the button]


Thanks for tuning in folks! I know this diary might have some more niche appeal, for those of you looking for a look at more gameplay then make sure to tune in for our next gameplay stream!
 
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Huh, those must be new, considering people have managed to put "games" on steam that didn't even contain an executable.

That might very well be why, then. :D
 
Alerts, Issues and Notifications
As I mentioned in Dev Diary 16, all of the new interface utilities we have for explaining the game are moddable. Which means you can add, remove, and modify any of these things through script instead of them being hard coded like in CK2.

A bit late question, but what sort of triggers there are for these notifications and are there any effects that can be added to them? I.e. can I make a notification "army x has arrived to province y" that autopauses the game when it triggers or something similar?

And how extensive and customisable (via in-game settings) the alert and notification system in the base game itself is?
 
Could we get an overview on CoA modding? I would assume it's basically like Imperator, but considering the way the CoAs look, the emblems, at least, are very clearly not the same.

I'm particularly interested in how color channels work, since they were used pretty creatively in Imperator.

Children that are born will get a skin color that is picked somewhere along the line between the parents' coordinates.
Doesn't that mean that the population of the game will trend strongly away from extremes? Why not just use the gene system? You only need like eight, and that covers hair and eye coloration too.
 
Could we get an overview on CoA modding? I would assume it's basically like Imperator, but considering the way the CoAs look, the emblems, at least, are very clearly not the same.

I'm particularly interested in how color channels work, since they were used pretty creatively in Imperator.


Doesn't that mean that the population of the game will trend strongly away from extremes? Why not just use the gene system? You only need like eight, and that covers hair and eye coloration too.
Only if you get a lot of mixing between the extremes.

If black people tend to marry black people, and white people tend to marry white people you'll *generally* preserve your extreme pools of skin tone.
Plus newly spawned characters will tend to have their default cultural skin tone, and so will act as an anchor to preserve tones.

It is however reasonably accurate that a mixing pot will tend towards the centre of the skin tones in that pot over time, so a population of scandinavians and Mali should over time come to a "tanned" tone rather than black or white.

Eight tones is insufficient when there's the possibility of doing it cleanly and dynamically, and there are certainly more than 8 tones for hair colour, just in the celtic/roman/saxon/frankish/scandinavian pool that is "native british". I could probably find you 8 different tones of blonde and 8 different tones of brown if I looked.
Add to that that "European black hair" and "African black hair" aren't quite the same, even taking that generalisation, and there's a lot of colours out there.
 
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Doesn't that mean that the population of the game will trend strongly away from extremes? Why not just use the gene system? You only need like eight, and that covers hair and eye coloration too.
Aside from what DreadLindwyrm said, using a handful of presets would make modding a lot clumsier, and for that matter would make interracial kids less...workable.
Also, these aren't clusters of individually-drawn portraits, these are specific colors applied to the texture. Giving everyone of a given race the exact same skin color would look eerie. After all, not all white people are equally white, especially when you take e.g. lifestyle into account.
 
Aside from what DreadLindwyrm said, using a handful of presets would make modding a lot clumsier, and for that matter would make interracial kids less...workable.
Also, these aren't clusters of individually-drawn portraits, these are specific colors applied to the texture. Giving everyone of a given race the exact same skin color would look eerie. After all, not all white people are equally white, especially when you take e.g. lifestyle into account.
I'm certainly reasonably dark for a "white Northern European", but then I've got dark brown hair and blue eyes, so I'm a bit of a mutt.

If I ever actually tan though, I can look almost middle eastern at first glance (although I don't get as dark as a middle eastern who has *also* tanned).

A couple of friends of mine are almost as white as milk, and just don't ever seem to tan - they just burn.
They're a lot redder in colouration even when not exposed to sunlight because their blood vessels show up more than mine. I tend to a sort of "light wooden" colour if that's an apt comparison, rather than their white/pink look.
 
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Only if you get a lot of mixing between the extremes.

If black people tend to marry black people, and white people tend to marry white people you'll *generally* preserve your extreme pools of skin tone.
Plus newly spawned characters will tend to have their default cultural skin tone, and so will act as an anchor to preserve tones.

It is however reasonably accurate that a mixing pot will tend towards the centre of the skin tones in that pot over time, so a population of scandinavians and Mali should over time come to a "tanned" tone rather than black or white.

Eight tones is insufficient when there's the possibility of doing it cleanly and dynamically, and there are certainly more than 8 tones for hair colour, just in the celtic/roman/saxon/frankish/scandinavian pool that is "native british". I could probably find you 8 different tones of blonde and 8 different tones of brown if I looked.
Add to that that "European black hair" and "African black hair" aren't quite the same, even taking that generalisation, and there's a lot of colours out there.
Eight genes, not eight tones. Eight genes have 256 combinations. Honestly, 5 would probably be enough but might as well use a full byte.

Aside from what DreadLindwyrm said, using a handful of presets would make modding a lot clumsier, and for that matter would make interracial kids less...workable.
Also, these aren't clusters of individually-drawn portraits, these are specific colors applied to the texture. Giving everyone of a given race the exact same skin color would look eerie. After all, not all white people are equally white, especially when you take e.g. lifestyle into account.
Lifestyle isn't determined at birth. I also don't think it's reflected in skin color in the game currently; I would think the devs would mention if it was. It would certainly be nice though, one of the things that annoyed me in CK2 was how some races had implied lifestyles, with aztecs being super craggy and farmerous and norse looking very indoor-oriented.

As for modding, I don't entirely agree. I think being able to define color influences of new genes (e.g., this set of alleles correlates to increased green in the skin) would be easier than having to change the skin tones available to humans (removing the darker colors probably, considering how most fantasy settings are) or rotating the image and redefining everything (theoretically a clever solution, but tedious to implement, and diagonal is less intuitive).
 
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I also don't think it's reflected in skin color in the game currently;
It actually is sort of in, if you have for instance the Drunkard Trait, you characters skin on the face will become flushed red. If they are ill, they will become sickly pale and gaunt looking.
 
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Eight genes, not eight tones. Eight genes have 256 combinations. Honestly, 5 would probably be enough but might as well use a full byte.
Alright, how does this system work? You have eight genes that can be present or absent; how are they inherited? Wouldn't you still run the risk of homogeneity due to everyone who has/lacks a given skin tone happening to die without issue, no miscegenation required? How does this solve the racial homogeneity problem you're so concerned about?

Lifestyle isn't determined at birth. I also don't think it's reflected in skin color in the game currently...
They have all the tools in place for that kind of stuff. IIRC, skin tone isn't solely determined by genetics, and about half a dev diary was spent showing how lifestyles modify the model and texture of a character.

As for modding, I don't entirely agree. I think being able to define color influences of new genes (e.g., this set of alleles correlates to increased green in the skin) would be easier than having to change the skin tones available to humans (removing the darker colors probably, considering how most fantasy settings are) or rotating the image and redefining everything (theoretically a clever solution, but tedious to implement, and diagonal is less intuitive).
Now that I realize the genes are supposed to be miscible, yeah. But as indicated above, that introduces a bunch of new problems. In the end, I don't see it providing much meaningful benefit compared to the added complexity...outside this specific type of mod, where it could absolutely make things easier.
 
Hello everyone and welcome to the 37th CK3 Dev Diary!

I’m Matthew, one of the Programmers on the CK3 team, and today I am going to talk to you about the modding in Crusader Kings III!

Mods are something very important to the team and something especially close to my heart. I got started at Paradox as a Content Designer due to my modding work on Crusader Kings II, so being able to make sure the sequel has lots of modding opportunities and trying to give back to the community that aided me in getting into this industry is something I am very passionate about, and I know others on the team had similar starts in modding as well.
...

Will there be a way to have Achievements work on most mods?
 
Will there be a way to have Achievements work on most mods?
Given that this is a paradox game, I doubt we'll get achievements with anything but the most basic cosmetic mods.

Agreed. In CK2 the hard limit was changing the checksum IIRC. If your mod did not change the checksum it wouldn't affect achievements, but if it did it would disable them.

That's not to say you couldn't have mods that were basically cheats, just that they couldn't have game-technical effects. For example, there are CK2 mods out there that enable you to see characters' exact Health and Fertility, secret lovers, secret bastard status and real father, etc while still allowing for achievements.
 
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Will there be a way to have Achievements work on most mods?
No, because otherwise there would be no point to achievements. The reason they don't allow achievements with nearly all mods is to stop people from modding the game so the achievement conditions are already met.
 
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It actually is sort of in, if you have for instance the Drunkard Trait, you characters skin on the face will become flushed red. If they are ill, they will become sickly pale and gaunt looking.
Does that use the skin tone system or overlays/shaders? Good news either way, I suppose. I was mostly thinking of habitual exposure to the elements, as alluded to in my example, but health stuff should also be considered relevant, I reckon.


Alright, how does this system work? You have eight genes that can be present or absent; how are they inherited?
According to the gene system already in the game.
Wouldn't you still run the risk of homogeneity due to everyone who has/lacks a given skin tone happening to die without issue, no miscegenation required? How does this solve the racial homogeneity problem you're so concerned about?
I don't think a single gene dying out in a game is a bit concern, they would be seeded to some extent from random characters, but if races develop dynamically and in some cases bits of genetic diversity die out, that's only an improvement in the "simulation" aspect. It would be cool if new genes are added later in the game (as in, in-game time) from random appearances or from outside sources (such as the mongols) but that's getting into a much deeper genetic simulation which... Honestly is totally possible from what the devs have already shared about how it works, so it would be cool even if not very related to the game's core focus.

They have all the tools in place for that kind of stuff. IIRC, skin tone isn't solely determined by genetics, and about half a dev diary was spent showing how lifestyles modify the model and texture of a character.
The pose I responded to (from a Paradox employee) said it isn't determined by genetics at all, but is an average value. Did you miss that?

Or if you're referring to real life, then yes. I know. That stuff is layered on top of the "natural" tendency though.

No, because otherwise there would be no point to achievements. The reason they don't allow achievements with nearly all mods is to stop people from modding the game so the achievement conditions are already met.
Rather than to prevent intentional cheating, I think it's more just to keep things fair in general, and only give them when the situation is equal. After all, if you don't care about them being meaningless you can always just add or remove achievements from your account with an external program anyway. Cheating for achievements is inherently a dumb thing to do.
 
According to the gene system already in the game.
Do you mean the genetic traits? Which are incredibly clunky and unwieldy for this kind of task?

I don't think a single gene dying out in a game is a bit concern, they would be seeded to some extent from random characters, but if races develop dynamically and in some cases bits of genetic diversity die out, that's only an improvement in the "simulation" aspect. It would be cool if new genes are added later in the game (as in, in-game time) from random appearances or from outside sources (such as the mongols) but that's getting into a much deeper genetic simulation which... Honestly is totally possible from what the devs have already shared about how it works, so it would be cool even if not very related to the game's core focus.
So, first question, how the hell do you know how the game would progress under different skin-tone genetic models?
Second, why is a quantized gene dying out due to genetic drift so much less less likely than homogeneity from all the interbreeding between races that basically never happens outside player control? Also, why is having genetic diversity die out "an improvement to the simulation aspect," but:
Doesn't that mean that the population of the game will trend strongly away from extremes?
a problem that needs to be changed? The only difference is how precise the two systems can be in how they render skin tones, and your system comes out worse in that regard.

The pose I responded to (from a Paradox employee) said it isn't determined by genetics at all, but is an average value. Did you miss that?
NOTHING in this game is determined by genetics. It's determined by computer code. I'm just using "genetics" to refer to anything that's inherited in a way meant to simulate actual genetics, because why would someone get into a snit about having different genetic traits represented differently in-game?
 
The pose I responded to (from a Paradox employee) said it isn't determined by genetics at all, but is an average value. Did you miss that?
A random value between the two values, not the average value.
 
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Eh, I'd agree that skin tone being a result of mix of different genes with specific RGB value would be more modder-friendly than one image where you have to squeeze the already existing colors to fit the new ones in.
 
Eh, I'd agree that skin tone being a result of mix of different genes with specific RGB value would be more modder-friendly than one image where you have to squeeze the already existing colors to fit the new ones in.
That wasn't the problem you originally brought it up to solve. You didn't even think to mention it until some idiot misunderstood what you meant by eight genes and questioned how fantasy mods would work with only eight skin tones.
 
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With the way the skin tones are set up, it would be rather tricky to introduce new fantasy skintones without unintended behavior (such as, let's say a character with green skin has a child with another character with dark skin, the child would be very pale skinned, because the pale tones were between the green and the dark tones). I have no idea if it would be at all possible, but if the child's skin tone was not generated as a point on the tone map, but instead would temporarily generate a gradient between the values of the skin tones of the parents, and the child's skin tone would picked along that gradient - then you could have any number of skin tones that would mix more or less nicely. But, that would work fundamentally different from how the game is set up to handle skin tones, so I have no idea how feasible that would be.
 
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That wasn't the problem you originally brought it up to solve. You didn't even think to mention it until some idiot misunderstood what you meant by eight genes and questioned how fantasy mods would work with only eight skin tones.
There's no call for that.

Misreading posts happens.
 
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